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BATTLE HARDENED

Prerequisite: Character level 5 or higher


Your reflexes have been honed by years of conflict, and you don't scare or go down easily. You
gain the following benefits:
You gain a +2 bonus to initiative.
When you are required to make a saving throw or check to avoid being frightened, gain a
bonus to the roll equal to your proficiency bonus.
When required to make a death saving throw, you only die if you fail your fourth save, rather
than your third.

FLAIL EXPERT
Prerequisite: Proficiency with martial weapons, Dexterity 13 or higher
You've mastered exotic lashing weapons, and can easily ensnare a foe, or spin an impenetrable
web of steel that punishes foes who get too close, though you can't keep it up for long. You gain
the following benefits:
When you take the Attack action on your turn, you can use a bonus action to try and grapple a
creature within reach with your flail, chain or whip. Until the creature escapes the grapple, it is
restrained, and you can't attack again with this weapon.
If using a whip, you can use a bonus action on your turn to interact with an object within the
whip's reach (yanking open an unlocked door, or pulling a lever, for example).
On your turn, when you are wielding a flail, chain or nunchuka, you can use your action to
adopt a web of steel stance, striking any who get too close. Similiar to some spells, maintaining
this feature requires concentration (lasting up to 1 minute), but it also fails if you become prone or
restrained, or if you are involved in a successful grapple. Whilst maintained, your movement is
halved, but you gain partial cover against weapon attacks, and any time a creature enters your
reach or starts its turn there, it must make a Dexterity saving throw (the DC is equal to 8 + your
proficiency bonus + your choice of Strength or Dexterity modifier). On a failed save, then you hit it
with a melee weapon attack. Once you use this feature, you must finish a long rest before you
can use it again.

MASTER SWORDSMAN
Prerequisite: Proficiency with martial weapons, Strength 13 or higher
In your hands, a sword is a truly versatile and defensive weapon. You gain the following benefits:
If wielding either a greatsword or longsword, you can use an action on your turn to adopt a
semi-defensive posture. You can make one melee weapon attack this turn with disadvantage, and
melee weapon attacks against you also suffer disadvantage. This lasts until the beginning of your
next turn.
You can use Dexterity instead of Strength for the attack and damage rolls of a longsword used
one-handed, and you can also use a longsword one-handed to deal Sneak Attack damage.
If you are wielding either a greatsword, longsword or shortsword and take the Attack action on
your turn, one of your attacks this turn can deliver your choice of either slashing or piercing
damage.
On your turn, if you score a critical hit with a melee weapon attack using either a greatsword or
longsword, you can choose to impale the creature. While impaled, the target is effectively
grappled, and you can't attack again with this weapon until the grapple ends.

KNIFE DANCER
Prerequisite: Dexterity 13 or higher
Somewhere in your life, you got very handy with a knife, and can pull off a variety of dirty tricks.
You gain the following benefits:
If you take the Attack action on your turn to throw a dagger, you can draw and throw two
daggers as part of one attack. Both of these attacks must be at targets within short range.
If you make a melee weapon attack using either a dagger or a sickle and either have
advantage on the attack roll, or you or the creature you are attacking are grappled, or you are
swallowed by the creature you are attacking, you can roll an extra 1d4 and add the result to the
damage.
If you score a critical hit with a melee weapon attack using a dagger, you can add double your
ability modifier to the damage roll, rather than once as normal.

AXE MASTER
Prerequisite: Proficiency with martial weapons, Strength 13 or higher
You have mastered the demanding momentum of a swung axe to wreak terrifying bloody
carnage, and have learnt how best to hurl a throwing axe to bounce unpredictably towards the foe
as part of a charge. You gain the following benefits:
If you make a melee weapon attack with either a handaxe, battleaxe, or greataxe and hit, gain
a bonus of +1 to the damage roll.
If you move at least 10 feet towards a creature in a turn that you take the Attack action, you
can use a bonus action on your turn to throw a handaxe at a creature, gaining advantage on the
roll. As part of the bonus action, you can also draw another weapon.
On your turn, when you score a critical hit against a creature using either a handaxe, battleaxe,
or greataxe in melee, or reduce a creature to 0 hit points with one, you can use a reaction to
make a Charisma (Intimidation) check, contested by the Wisdom of one or more creatures that
can see or hear you within 30'. If you succeed, the creature is frightened during its next turn.

BRUTISH BLUDGEONER
Prerequisite: Proficiency with martial weapons, Strength 13 or higher
You've mastered blunt instruments so that your blows can break through armour, send foes flying,
and hammer your way relentlessly through the scenery. You gain the following benefits:
If you make a melee weapon attack with either a mace, maul, morningstar, warpick or
warhammer against a creature wearing medium or heavy armour, or a creature with thick natural
armour (like a dragon's scales, or a giant scorpion's exoskeleton), gain a bonus of +2 to the
damage roll.
On your turn, if you score a critical hit against a creature using either a club, greatclub, light
hammer, mace, maul, quarterstaff, morningstar or warhammer in melee, you can use your
reaction to push it 5', providing that the creature is no more than one size larger than you.
If you are wielding either a light hammer, mace, maul, morningstar, warpick or warhammer, you
can use your action to strike an inanimate object and inflict double damage (doubling both the
results of the damage roll and the ability modifier).

PHALANX FIGHTER
Prerequisite: Strength 13 or higher
Probably through a background in the infantry, you are competent with hafted weapons, knowing
best how to use their reach, and feel strongest when fighting in a formation of sorts. You gain the
following benefits:
Once per turn, if you are wielding either a javelin, spear or pike, you can deal an additional 1d6
damage to a creature you hit with a weapon attack, if you are within 5 feet of an ally that isn't
incapacitated.
If you take the Attack action on your turn, you can choose to take a -2 penalty to your attack roll
to give your weapon the reach property for this attack, when wielding either a quarterstaff, spear,
or trident.
If you are required to make a saving throw or check to avoid being frightened and you are
within 5 feet of an ally that isn't incapacitated, you can choose to reroll the save, but must use the
second result if you do so.

ALCHEMIST
Prerequisite: Proficiency with alchemists's supplies
You have spent many a long night messing around with weird mixtures and alchemical glassware,
concocting potent brews with practiced efficiency, and have even got pretty good at dodging the
odd explosion when things go wrong! You gain the following benefits:
When crafting chemical-based equipment (including acid, alchemist's fire, alcohol, antitoxin,
ink, poison and potions of healing), you can craft items with a total market value not exceeding
25gp per day.
Poisons you craft add your proficiency bonus to the DC and the poison damage inflicted.
If you can craft potions of healing, you can also craft potions of greater healing.
If you are subjected to an area effect that allows you to make a Dexterity saving throw to
reduce the damage you suffer, gain advantage on the roll.

DRAGON SLAYER
Prerequisite: You must have fought a dragon
Perhaps foolishly, you have dedicated your life to hunting down these winged monsters, knowing
well how to turn their strengths against them, and can quickly work out their weak points. You
gain the following benefits:
On your turn, you can use a bonus action to study the movement and strategies of a dragon,
dracolich, or a beast or monstrosity of large size or greater; the creature must not be
incapacitated. Make a Wisdom (Insight or Perception, your choice) check against DC 15. If you
succeed, any future weapon attack you make against the creature scores a critical hit on a 19 or
20 (or on a roll of 18-20, if you have the Improved Critical feature).
When making an attack against a dragon, you can treat any damage immunity it might have as
damage resistance instead.
You can add your proficiency bonus to any Intelligence or Wisdom check related to dragons.
If you are required to make a saving throw against the Frightful Presence or breath weapon of
a dragon, you can add your proficiency bonus to the roll. If you already have proficiency in this
save, then add double your proficiency.

GLIB TONGUE
Yours is the face that suckers like to trust, and you have a pretty way with words; you've probably
sold someone a bridge, and you might do it again. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You reduce the cost of equipment purchased after character generation by 20%. This only
applies to smaller purchases, worth a standard market value of 100gp or less.
On your turn, you can use your action to thoroughly distract a creature you can see within 60
feet that can hear you. Provided that you or your companions aren't fighting the creature, make a
Charisma (Deception) check, contested by the Wisdom (Insight) of the creature. If you succeed,
the target has disadvantage on Wisdom (Perception) checks made to perceive any creature or
unusual occurrence, other than you, for up to 1 minute. This effect ends if you are incapacitated
or can no longer speak.

STRONG ARM
Prerequisite: Strength 13 or higher
You have built up a solid musculature, with a powerful throw, and the ability to overdraw a bow to
the breaking point. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
When making a ranged weapon attack with a thrown weapon that isn't a net, add 30 feet to the
long range.
If you take the Attack action on your turn to fire either a longbow, or to throw a weapon which
inflicts 1d6 or more damage, an attack that hits also pushes the creature 5'. The push effect only
effects creatures of your size or smaller.
When you make a Strength check or saving throw to break restraints, damage an object, arm
wrestle, or a similar feat of muscle power, gain advantage on the roll.

ANIMAL COMPANION
You gain the companionship of an animal of CR 1/4 or lower. Unlike a Rangers Companion, this
animal is just like the basic version of the beast given in the Monster Manual. Should you
companion be killed, you may select another after 24 hours. In addition, on any of your turns
when your beast companion doesn't attack, you can use a bonus action to command the beast to
take the Dash, Disengage, Dodge, or Help action on its turn.
HARD TO KILL
You can be extremely tough to kill and even attack one last time before falling out. When you gain
this feat, you gain the following abilities:
Your Constitution Score increases by 1.
When you drop to 0 hit point, you may make a single melee attack as a reaction.
You can make a Constitution saving throw (DC 15) to avoid instant death from taking massive
damage. If you succeed, you are at 0 hit points instead. (If using massive damage rules)
When you are at 0 hit points, you succeed on a death saving throw on a 9 or higher (instead of
10 or higher).
MARTIAL THROWING
Taking advantage of others momentum, you have mastered the style of throwing your opponents

to the ground. You gain the following abilities when you gain this feat:
If an opponent attacks you and misses, you can make a trip attack against that opponent as
your reaction.
If an opponent no more than one size larger than you begins their turn outside your reach and
then moves within your reach during their turn, you can use your reaction to attempt a trip attack
against that opponent.
When you make a readied trip attack triggered by a melee attack against you, you can choose
to force the target to use either their Strength or Dexterity (your choice) to resist your trip attempt.
If the target used the Dash action before their attack, they are at disadvantage on the roll to
resist.
SEAMANSHIP
You are at home on the sea. You gain the following abilities when you select this feat:
You have advantage on all Dexterity checks made to control a sea vehicle.
You gain advantage on all ability checks made to sail.
You gain advantage on all Dexterity (Acrobatics) checks to keep your balance at sea.
You do not need to make a check against concentration even with less than calm seas.
TACTICIAN
You have honed your tactical combat ability. You gain the following abilities when you select this
feat:
Your Wisdom score increases by 1.
If you hit a creature with an opportunity attack, you gain advantage on attacks against that target
on your next turn.
If you choose to take a -10 to your Initiative roll, all attacks you make during your first turn are at
advantage.
Thrown Weapon Master
You specialize in confounding your opponents with a mix of ranged and melee attacks.
-Whenever you make a ranged attack with a thrown weapon you may draw another weapon
immediately after making that attack without using a seperate action.
-Whenever you make a ranged attack against a target at least 10 feet away, you gain advantage
on your first melee weapon attack made against that enemy this turn.
-On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit
points with one, you can make one ranged attack with a thrown weapon as a bonus action. This
attack does not gain disadvantage from being within 5 feet of a hostile creature.
Versatile Combatant
You can transition smoothly between offense and defense in the heat of battle. You gain the
following benefits.
-The bonus to AC from any buckler you wield increases by 1 point.
-When wielding a versatile weapon with one hand you may use it's higher versatile damage die
as though you were wielding it with two hands.
-When you are wielding a versatile melee weapon with two hands and take the attack action, you
may use a bonus action to strike with the haft or pommel of the weapon. The weapon's damage
die for this attack is a d4, and the attack deals bludgeoning damage.
Advanced Weapon Training
When you gain this feat choose one of the following benefits. Once the benefit is chosen, it may
not be changed.
-You gain proficiency with all one handed simple and martial melee weapons. Furthermore, you
gain your choice of either the dueling or two weapon fighting style.
-You gain proficiency with all two handed simple and martial melee weapons. Furthermore, you
gain the great weapon fighting style.
-You gain proficiency with all simple and martial ranged weapons. Furthermore, you gain the
archery fighting style.

Armor Training
You have learned how to wear armor and maximize it's benefits. You gain the defensive fighting
style and proficiency with light armor. If you have or later gain proficiency with light armor from
another source, you gain proficiency with medium armor. If you have or later gain proficiency with
both light and medium armor from another source, you gain proficiency with heavy armor.
Shield Bearer
You have trained to use a shield to defend yourself and your allies. You gain proficiency with
shields, and the protection fighting style.
Dancing Blade
-You gain proficiency with the longsword, shortsword, and scimitar.
-You may treat the longsword as a finesse weapon.
-If you take the attack action while wielding a melee weapon in one hand and no other weapons
or shields, you may make a single additional attack with that weapon as a bonus action. You may
choose to make this attack while wielding a buckler, but do not benefit from it's bonus to AC until
the beginning of your next turn after doing so.

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